MDB Editing Part 3 : Texturing and Exporting - stafern/blender-dxm-addon GitHub Wiki

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1 Once you have done this, it is OK to have the MDB exported, but remember to put the textures in the folder before creating the mrab file. fig03
2 Even if you only use textures for either the base model or the additional model, the image data is still in Blender and should be deleted. gif16
3 Anyway, the model should finally be loadable.If you had skipped section 2 and deleted the vertex group, you would see a T-pose model. pic03
4 If it seems to load without problems, the mesh of the base model can be erased. gif15
5 Completed. pic04
ex 1 If a beam is emitted from the body, it is likely that the weights in that area are out of whack. I think it can be fixed by implementing normalization in weight paint mode. gif31
ex 2 If this does not cure the problem, the last resort is to convert the mdb file to xml and set BLENDWEIGHT to 1,0,0,0.Note that this method may solve the problem, but the smoothness of the animation will be lost. fig04pic05